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A scene from Call of Duty: Modern Warfare 2, the video game that netted $310 million last week, a record launch for any form of entertainment.
A scene from Call of Duty: Modern Warfare 2, the video game that netted $310 million last week, a record launch for any form of entertainment.
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Warfare video game scores record sales in launch

Could you take your finger off the trigger for a minute?

If you're like millions of other people, you're already deeply engaged in the furious firefight that is Call of Duty: Modern Warfare 2.

On the day it was released last week, the video game raked in $310 million in North America and the United Kingdom, selling more than 4.7 million copies.

That amounts to a record launch for any form of entertainment, eclipsing the one-day mark set by Grand Theft Auto IV last year.

Compare that, for instance, to its movie industry equivalent, 2012. Hollywood's hottest ticket opened in those same regions with $76 million. For its first three days.

Call of Duty: Modern Warfare 2 is a first-person shooter set in the near future in which players sprint through varied terrains - from Rio to Afghanistan - with their weapons blazing.

Imagine 24's Jack Bauer in camo. You're trying to prevent a Russian villain from instigating an intercontinental war. To do that, you have to wade through the waves of armed hostiles waiting around every corner.

Sounds like . . . well, any number of other action games on the market. So why is MW2 the year's must-have acquisition?

For one thing, quality.

"It's contemporary; it's very realistic and it's very intense," says Morgan Webb, the host of X-Play, the video-game show on cable's G4 channel.

MW2 is an immersive experience with a vivid cinematic feel, down to the music by Hans Zimmer, composer of dozens of film scores, from Rain Man to The Dark Knight.

There's also the fact that Call of Duty, which began as a WWII infantry game in 2003 and is in its fifth iteration, has established a pretty good record.

"People really like the franchise," says Webb. "This has been a popular game for a while. Call of Duty aficionados will buy the next installment the day it comes out."

Herd mentality also helps explain that first-day frenzy.

"The gaming community tends to rally around games where their friends are," says Gus Mastrapa, contributing writer to Game/Life, Wired.com's video game blog.

"Sometimes a title like Call of Duty or World of Warcraft will hit this plateau where almost everybody in gaming is interested. Then it just snowballs. You have to get on board to play with your friends."

Ah, but Call of Duty also employs an insidious design that rewards itchy buyers.

"Every time you finish a match, even if you lose, you get points. You spend them to get a better gun or to pick up tricks to use on the battlefield," says Mastrapa. "That's the carrot that keeps people on board."

In other words, play early and often and you can become quite formidable. And you can maintain and even build on that advantage provided you continue to put in the hours.

Joey Rumolo, a Drexel sophomore who bought the new game last weekend, is glad the acquired edge isn't as pronounced as it was in the previous version, 2007's Call of Duty 4: Modern Warfare.

"It's a little more friendly to the average consumer as opposed to . . . the type of people who are playing 20 hours a week," he says. "You can jump into this one knowing you have a chance to survive or compete."

Available in Xbox 360, PlayStation 3 and PC formats, MW2 sells for $59.99 but enhanced versions are also being marketed, right up to the Prestige Edition, which goes for a budget-busting $499.99.

There are three ways to engage: single-player mode (you against the game), Special Ops (teaming up with a designated friend), or the most popular option by far, multiplayer (online combat where you are randomly assigned to fight with or against a large squad of other players).

MW2 carries an Mature rating (suitable for 17+) from the Entertainment Software Rating Board for "blood, drug reference, intense violence and language."

The designation has a minimal impact on sales.

"In games you can have an M blockbuster. It happens all the time," says Mastrapa. "Your average gamers now are in their 30s. Movies still have to appeal to a much broader audience."

MW2's multimillion-dollar debut would seem to represent a boost for the gaming market, which has been slumping lately. Last month, sales were down 19 percent from the same period a year ago.

But industry experts question the significance of this windfall.

"In the short term we might see an increase," says Jesse Divnich, director of analyst services for Electronic Entertainment Design and Research.

"But Call of Duty won't revive sales; it will cannibalize them. It isn't adding new consumers, it just appeals to the existing base. You're taking a dollar from one pocket and putting it in another."

It takes truly innovative products like Wii in 2006 or the musical games (Guitar Hero, Rock Band, et al.) first introduced in 2007, to bring in new costumers, the "casual gamers."

"Modern Warfare 2 is off to a great start," notes Divnich. "The key question is: Was it all front-loaded? Will we see a huge drop in sales in week two? Let's hope sales last through the holiday season."

Lock and load, Santa.


Contact staff writer David Hiltbrand at 215-854-4552 or dhiltbrand@phillynews.com. Read his recent work at http:// go.philly.com/daveondemand

Comments
Posted 12:18 PM, 11/19/2009
Ms Lou
Isn't there enough war and savagery in the world? Why must white corporate American get rich promoting violent video games for their youth? They are programming them to want to fight and win in a game of life and death. I wonder if they include the invariable rape and carnage of war along with this program too. Maybe they are preparing the psyche of a new generation for a WWIII. Who knows? Appalling.
Posted 01:15 PM, 11/19/2009
DonQ
Yes, put millions of impressionable kids in front of a screen, turn these games on and let them blaze away with their viruual-reality weapons. Then, don't be surprised if a tiny percentage of them gets the notion that shooting people is "cool" and go out, get a gun and replay the game, only for real! Now you know why murder rates have zoomed since these games started getting popular. All the while, people blame the gun... The kid who totaled my neighbor's car (and damaged three others) a year ago told the cops he was trying to emulate a bit of the fun from "Grand Theft Auto". He was driving his dad's car at excessive speeds down Moyamenssing and lost control, hitting several parked cars. No alcohol, no drugs were involved, just game-induced stupidity.
Posted 01:57 PM, 11/19/2009
psyrus
Wow....just wow. Video games do not cause violence in children. They are not "ruining our youth". I think rap music and videos cause more trouble than fictional games played on a television. The videos make children think they can attain similar levels of wealth and respect. If you think that video games are a problem with kids today you really need to educate yourself about them. Oh and the stupidity? That comes from genetics not a pixelated screen character.
Posted 04:14 PM, 11/19/2009
DonQ
psyrus, Rap music and videos also promote violence. Instead of focusing on one source of violence at the exclusion of others, we should look at all these factors as part of a large problem. The kids who have committed all those murders at schools (Columbine, VA Tech, etc.) grew up in this culture. The Columbine boys were avid players of an extremely violent game called "Doom".
Posted 04:40 PM, 11/19/2009
JerseyRotgut
nope...the prestige edition only costs $149.99 had to fact check that since 499.99 seemed a bit absurd.
Posted 09:33 AM, 11/20/2009
psyrus
DonQ, have you every played a video game? Video games do not "break" children. They are already broken due to other issues in their lives. To shift the blame to outside sources (music, movies, TV, video games) from parental responsibilities is the problem with today's society. Even insinuating that Columbine happened because of Doom is ludicrous. People are too quick to point fingers instead of dealing with the root of the problem. Thousands of people have been playing video games since the mid 70's. People have been watching movies and listening to music much longer.
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